libobs-d3d11: Fix vertex buffer bug

It was using the point buffer for points, normals, colors, tangents,
instead of using their specific buffers
This commit is contained in:
jp9000 2014-04-25 23:36:49 -07:00
parent dc6a17be2e
commit 53fe31e1ac

View file

@ -52,13 +52,13 @@ void gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point");
if (shader->hasNormals)
PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
PushBuffer(buffers, strides, normalBuffer, sizeof(vec3),
"normal");
if (shader->hasColors)
PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
PushBuffer(buffers, strides, colorBuffer, sizeof(uint32_t),
"color");
if (shader->hasTangents)
PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
PushBuffer(buffers, strides, tangentBuffer, sizeof(vec3),
"tangent");
if (shader->nTexUnits <= uvBuffers.size()) {
for (size_t i = 0; i < shader->nTexUnits; i++) {